433 research outputs found

    The Perceptions of College Faculty Toward Gamification: Opportunities and Challenges

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    Gamification is the use of game elements (storytelling, leaderboard, badges, points, and progress bars), mechanics (rules, objectives and challenges), and game designs in non-game contexts (Deterding, 2012; Kapp, 2012; Wiggins, 2016). The use of gamification in learning environments has been on a steady increase since 2010 (Deterding, 2017). This may be due to the limitations of game-based learning, and the need for specialized instructors (Simoes, Redondo, & Vilas, 2013). However, researchers such as Boer (2014) believe the effects of gamification on students’ engagement and motivation appear lower than expected. This is because studies such as Dichev and Dicheva (2017) indicated that its effect on motivation was lower than anticipated and argued that the design of a successful gamified learning experience that could motivate learning and change behaviors remained a guessing practice. This study used the collective case study method for data analysis and the syntheses of studies from gamification researchers to investigate and understand faculty members’ perceptions of the opportunities and challenges inherent in the use of gamification in adult students’ learning. The study then developed a robust framework for scientifically designing successful gamification learning experiences using Keller’s (1979, 1987) attention, relevance, confidence and satisfaction (ARCS) model of motivation, and Freire’s (2013) critical thinking concept as guiding lenses. Among other findings, the study found that a well-designed gamified learning experience engenders the following opportunities: (a) reduces the barriers to learning through the use of meaningful storytelling, which enables the opportunity to inject humor and experiential learning; (b) stimulates intrinsic motivation through the use of the game element of teamwork or group work, which induces good student-to-student and students-to-faculty relationships; and (c) creates the feelings of autonomy in students with the use of the game design principle of repetition

    Skilling up for CRM: qualifications for CRM professionals in the Fourth Industrial Revolution

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    The 4th industrial revolution (4IR) describes a series of innovations in artificial intelligence, ubiquitous internet connectivity, and robotics, along with the subsequent disruption to the means of production. The impact of 4IR on industry reveals a construct called Industry 4.0. Higher education, too, is called to transform to respond to the disruption of 4IR, to meet the needs of industry, and to maximize human flourishing. Education 4.0 describes 4IR’s impact or predicted impact or intended impact on higher education, including prescriptions for HE’s transformation to realize these challenges. Industry 4.0 requires a highly skilled workforce, and a 4IR world raises questions about skills portability, durability, and lifespan. Every vertical within industry will be impacted by 4IR and such impact will manifest in needs for diverse employees possessing distinct competencies. Customer relationship management (CRM) describes the use of information systems to implement a customer-centric strategy and to practice relationship marketing (RM). Salesforce, a market leading CRM vendor, proposes its products alone will generate 9 million new jobs and $1.6 trillion in new revenues for Salesforce customers by 2024. Despite the strong market for CRM skills, a recent paper in a prominent IS journal claims higher education is not preparing students for CRM careers. In order to supply the CRM domain with skilled workers, it is imperative that higher education develop curricula oriented toward the CRM professional. Assessing skills needed for specific industry roles has long been an important task in IS pedagogy, but we did not find a paper in our literature review that explored the Salesforce administrator role. In this paper, we report the background, methodology, and results of a content analysis of Salesforce Administrator job postings retrieved from popular job sites. We further report the results of semi-structured interviews with industry experts, which served to validate, revise, and extend the content analysis framework. Our resulting skills framework serves as a foundation for CRM curriculum development and our resulting analysis incorporates elements of Education 4.0 to provide a roadmap for educating students to be successful with CRM in a 4IR world

    A model-driven transformation approach for the modelling of processes in clinical practice guidelines

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    Clinical Practice Guidelines (CPGs) include recommendations aimed at optimising patient care, informed by a review of the available clinical evidence. To achieve their potential benefits, CPG should be readily available at the point of care. This can be done by translating CPG recommendations into one of the languages for Computer-Interpretable Guidelines (CIGs). This is a difficult task for which the collaboration of clinical and technical staff is crucial. However, in general CIG languages are not accessible to non-technical staff. We propose to support the modelling of CPG processes (and hence the authoring of CIGs) based on a transformation, from a preliminary specification in a more accessible language into an implementation in a CIG language. In this paper, we approach this transformation following the Model-Driven Development (MDD) paradigm, in which models and transformations are key elements for software development. To demonstrate the approach, we implemented and tested an algorithm for the transformation from the BPMN language for business processes to the PROforma CIG language. This implementation uses transformations defined in the ATLAS Transformation Language. Additionally, we conducted a small experiment to assess the hypothesis that a language such as BPMN can facilitate the modelling of CPG processes by clinical and technical staff.Funding for open access charge: CRUE-Universitat Jaume

    Increasing Online Information Retention: Analyzing the Effects

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    While online education offerings continue to grow in the higher education marketplace, issues of student achievement and course rigor remain challenges to the underlying instructional model and alignment with institutional missions. Pedagogically, instructors and course designers can mitigate these issues by leveraging technology to further enhance students’ cognition and knowledge retention within the online domain. This study analyzed the effects of visual hints and elaborate feedback embedded in serious educational games to determine the effects on student learning and information recollection. Using a quasi-experimental design and quantitative testing methods, significant differences were found among 3 groups of students within an online educational environment based on differing forms of feedback within the game.  Supporting information processing theory, mean scores on comprehension tests indicated that participants exposed to elaborate feedback and visual hints performed better than control groups in an online learning environment

    ARE YOU AWARE OF YOUR COMPETENCIES? – THE POTENTIALS OF COMPETENCE RESEARCH TO DESIGN EFFECTIVE SETA PROGRAMS

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    Since the late 1990s, security education training and awareness (SETA) programs have become commonplace. Despite extensive research into the effective design of such programs and factors influencing compliance behavior, SETA programs tend not to be as effective as they should be. In order to tailor learning content as closely as possible to individual needs, vocational education relies on the modeling and measurement of competencies. We argue that this existing knowledge can be transferred to the information security domain. Therefore, we introduce a competence model from vocational education and consider it in the context of the information security domain. Subsequently, we conduct a structured literature review on conceptualization and effective SETA design and investigate to what extent the competence dimensions from vocational education are already considered in the SETA literature. Our results indicate that competence research can make an important contribution to adapting SETA programs to individual situational actions

    Retooling Computational Techniques for EEG-Based Neurocognitive Modeling of Children's Data, Validity and Prospects for Learning and Education

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    This paper describes continuing research on the building of neurocognitive models of the internal mental and brain processes of children using a novel adapted combination of existing computational approaches and tools, and using electro-encephalographic (EEG) data to validate the models. The guiding working model which was pragmatically selected for investigation was the established and widely used Adaptive Control of Thought-Rational (ACT-R) modeling architecture from cognitive science. The anatomo-functional circuitry covered by ACT-R is validated by MRI-based neuroscience research. The present experimental data was obtained from a cognitive neuropsychology study involving preschool children (aged 4–6), which measured their visual selective attention and word comprehension behaviors. The collection and analysis of Event-Related Potentials (ERPs) from the EEG data allowed for the identification of sources of electrical activity known as dipoles within the cortex, using a combination of computational tools (Independent Component Analysis, FASTICA; EEG-Lab DIPFIT). The results were then used to build neurocognitive models based on Python ACT-R such that the patterns and the timings of the measured EEG could be reproduced as simplified symbolic representations of spikes, built through simplified electric-field simulations. The models simulated ultimately accounted for more than three-quarters of variations spatially and temporally in all electrical potential measurements (fit of model to dipole data expressed as R2 ranged between 0.75 and 0.98; P < 0.0001). Implications for practical uses of the present work are discussed for learning and educational applications in non-clinical and special needs children's populations, and for the possible use of non-experts (teachers and parents)

    Retooling computational techniques for EEG-based neurocognitive modeling of children's data, validity and prospects for learning and education

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    This paper describes continuing research on the building of neurocognitive models of the internal mental and brain processes of children using a novel adapted combination of existing computational approaches and tools, and using electro-encephalographic (EEG) data to validate the models. The guiding working model which was pragmatically selected for investigation was the established and widely used Adaptive Control of Thought-Rational (ACT-R) modeling architecture from cognitive science. The anatomo-functional circuitry covered by ACT-R is validated by MRI-based neuroscience research. The present experimental data was obtained from a cognitive neuropsychology study involving preschool children (aged 46), which measured their visual selective attention and word comprehension behaviors. The collection and analysis of Event-Related Potentials (ERPs) from the EEG data allowed for the identification of sources of electrical activity known as dipoles within the cortex, using a combination of computational tools (Independent Component Analysis, FASTICA; EEG-Lab DIPFIT). The results were then used to build neurocognitive models based on Python ACT-R such that the patterns and the timings of the measured EEG could be reproduced as simplified symbolic representations of spikes, built through simplified electric-field simulations. The models simulated ultimately accounted for more than three-quarters of variations spatially and temporally in all electrical potential measurements (fit of model to dipole data expressed as R 2 ranged between 0.75 and 0.98; P < 0.0001). Implications for practical uses of the present work are discussed for learning and educational applications in non-clinical and special needs children's populations, and for the possible use of non-experts (teachers and parents)

    Human Practice. Digital Ecologies. Our Future. : 14. Internationale Tagung Wirtschaftsinformatik (WI 2019) : Tagungsband

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    Erschienen bei: universi - UniversitĂ€tsverlag Siegen. - ISBN: 978-3-96182-063-4Aus dem Inhalt: Track 1: Produktion & Cyber-Physische Systeme Requirements and a Meta Model for Exchanging Additive Manufacturing Capacities Service Systems, Smart Service Systems and Cyber- Physical Systems—What’s the difference? Towards a Unified Terminology Developing an Industrial IoT Platform – Trade-off between Horizontal and Vertical Approaches Machine Learning und Complex Event Processing: Effiziente Echtzeitauswertung am Beispiel Smart Factory Sensor retrofit for a coffee machine as condition monitoring and predictive maintenance use case Stakeholder-Analyse zum Einsatz IIoT-basierter Frischeinformationen in der Lebensmittelindustrie Towards a Framework for Predictive Maintenance Strategies in Mechanical Engineering - A Method-Oriented Literature Analysis Development of a matching platform for the requirement-oriented selection of cyber physical systems for SMEs Track 2: Logistic Analytics An Empirical Study of Customers’ Behavioral Intention to Use Ridepooling Services – An Extension of the Technology Acceptance Model Modeling Delay Propagation and Transmission in Railway Networks What is the impact of company specific adjustments on the acceptance and diffusion of logistic standards? Robust Route Planning in Intermodal Urban Traffic Track 3: Unternehmensmodellierung & Informationssystemgestaltung (Enterprise Modelling & Information Systems Design) Work System Modeling Method with Different Levels of Specificity and Rigor for Different Stakeholder Purposes Resolving Inconsistencies in Declarative Process Models based on Culpability Measurement Strategic Analysis in the Realm of Enterprise Modeling – On the Example of Blockchain-Based Initiatives for the Electricity Sector Zwischenbetriebliche Integration in der Möbelbranche: Konfigurationen und Einflussfaktoren Novices’ Quality Perceptions and the Acceptance of Process Modeling Grammars Entwicklung einer Definition fĂŒr Social Business Objects (SBO) zur Modellierung von Unternehmensinformationen Designing a Reference Model for Digital Product Configurators Terminology for Evolving Design Artifacts Business Role-Object Specification: A Language for Behavior-aware Structural Modeling of Business Objects Generating Smart Glasses-based Information Systems with BPMN4SGA: A BPMN Extension for Smart Glasses Applications Using Blockchain in Peer-to-Peer Carsharing to Build Trust in the Sharing Economy Testing in Big Data: An Architecture Pattern for a Development Environment for Innovative, Integrated and Robust Applications Track 4: Lern- und Wissensmanagement (e-Learning and Knowledge Management) eGovernment Competences revisited – A Literature Review on necessary Competences in a Digitalized Public Sector Say Hello to Your New Automated Tutor – A Structured Literature Review on Pedagogical Conversational Agents Teaching the Digital Transformation of Business Processes: Design of a Simulation Game for Information Systems Education Conceptualizing Immersion for Individual Learning in Virtual Reality Designing a Flipped Classroom Course – a Process Model The Influence of Risk-Taking on Knowledge Exchange and Combination Gamified Feedback durch Avatare im Mobile Learning Alexa, Can You Help Me Solve That Problem? - Understanding the Value of Smart Personal Assistants as Tutors for Complex Problem Tasks Track 5: Data Science & Business Analytics Matching with Bundle Preferences: Tradeoff between Fairness and Truthfulness Applied image recognition: guidelines for using deep learning models in practice Yield Prognosis for the Agrarian Management of Vineyards using Deep Learning for Object Counting Reading Between the Lines of Qualitative Data – How to Detect Hidden Structure Based on Codes Online Auctions with Dual-Threshold Algorithms: An Experimental Study and Practical Evaluation Design Features of Non-Financial Reward Programs for Online Reviews: Evaluation based on Google Maps Data Topic Embeddings – A New Approach to Classify Very Short Documents Based on Predefined Topics Leveraging Unstructured Image Data for Product Quality Improvement Decision Support for Real Estate Investors: Improving Real Estate Valuation with 3D City Models and Points of Interest Knowledge Discovery from CVs: A Topic Modeling Procedure Online Product Descriptions – Boost for your Sales? EntscheidungsunterstĂŒtzung durch historienbasierte Dienstreihenfolgeplanung mit Pattern A Semi-Automated Approach for Generating Online Review Templates Machine Learning goes Measure Management: Leveraging Anomaly Detection and Parts Search to Improve Product-Cost Optimization Bedeutung von Predictive Analytics fĂŒr den theoretischen Erkenntnisgewinn in der IS-Forschung Track 6: Digitale Transformation und Dienstleistungen Heuristic Theorizing in Software Development: Deriving Design Principles for Smart Glasses-based Systems Mirroring E-service for Brick and Mortar Retail: An Assessment and Survey Taxonomy of Digital Platforms: A Platform Architecture Perspective Value of Star Players in the Digital Age Local Shopping Platforms – Harnessing Locational Advantages for the Digital Transformation of Local Retail Outlets: A Content Analysis A Socio-Technical Approach to Manage Analytics-as-a-Service – Results of an Action Design Research Project Characterizing Approaches to Digital Transformation: Development of a Taxonomy of Digital Units Expectations vs. Reality – Benefits of Smart Services in the Field of Tension between Industry and Science Innovation Networks and Digital Innovation: How Organizations Use Innovation Networks in a Digitized Environment Characterising Social Reading Platforms— A Taxonomy-Based Approach to Structure the Field Less Complex than Expected – What Really Drives IT Consulting Value Modularity Canvas – A Framework for Visualizing Potentials of Service Modularity Towards a Conceptualization of Capabilities for Innovating Business Models in the Industrial Internet of Things A Taxonomy of Barriers to Digital Transformation Ambidexterity in Service Innovation Research: A Systematic Literature Review Design and success factors of an online solution for cross-pillar pension information Track 7: IT-Management und -Strategie A Frugal Support Structure for New Software Implementations in SMEs How to Structure a Company-wide Adoption of Big Data Analytics The Changing Roles of Innovation Actors and Organizational Antecedents in the Digital Age Bewertung des Kundennutzens von Chatbots fĂŒr den Einsatz im Servicedesk Understanding the Benefits of Agile Software Development in Regulated Environments Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies Agile and Attached: The Impact of Agile Practices on Agile Team Members’ Affective Organisational Commitment The Complexity Trap – Limits of IT Flexibility for Supporting Organizational Agility in Decentralized Organizations Platform Openness: A Systematic Literature Review and Avenues for Future Research Competence, Fashion and the Case of Blockchain The Digital Platform Otto.de: A Case Study of Growth, Complexity, and Generativity Track 8: eHealth & alternde Gesellschaft Security and Privacy of Personal Health Records in Cloud Computing Environments – An Experimental Exploration of the Impact of Storage Solutions and Data Breaches Patientenintegration durch Pfadsysteme Digitalisierung in der StressprĂ€vention – eine qualitative Interviewstudie zu Nutzenpotenzialen User Dynamics in Mental Health Forums – A Sentiment Analysis Perspective Intent and the Use of Wearables in the Workplace – A Model Development Understanding Patient Pathways in the Context of Integrated Health Care Services - Implications from a Scoping Review Understanding the Habitual Use of Wearable Activity Trackers On the Fit in Fitness Apps: Studying the Interaction of Motivational Affordances and Users’ Goal Orientations in Affecting the Benefits Gained Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects Investigating the Influence of Information Incongruity on Trust-Relations within Trilateral Healthcare Settings Track 9: Krisen- und KontinuitĂ€tsmanagement Potentiale von IKT beim Ausfall kritischer Infrastrukturen: Erwartungen, Informationsgewinnung und Mediennutzung der Zivilbevölkerung in Deutschland Fake News Perception in Germany: A Representative Study of People’s Attitudes and Approaches to Counteract Disinformation Analyzing the Potential of Graphical Building Information for Fire Emergency Responses: Findings from a Controlled Experiment Track 10: Human-Computer Interaction Towards a Taxonomy of Platforms for Conversational Agent Design Measuring Service Encounter Satisfaction with Customer Service Chatbots using Sentiment Analysis Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment Erfolgsfaktoren von Augmented-Reality-Applikationen: Analyse von Nutzerrezensionen mit dem Review-Mining-Verfahren Designing Dynamic Decision Support for Electronic Requirements Negotiations Who is Stressed by Using ICTs? A Qualitative Comparison Analysis with the Big Five Personality Traits to Understand Technostress Walking the Middle Path: How Medium Trade-Off Exposure Leads to Higher Consumer Satisfaction in Recommender Agents Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review Eliciting Customer Preferences for Shopping Companion Apps: A Service Quality Approach The Role of Early User Participation in Discovering Software – A Case Study from the Context of Smart Glasses The Fluidity of the Self-Concept as a Framework to Explain the Motivation to Play Video Games Heart over Heels? An Empirical Analysis of the Relationship between Emotions and Review Helpfulness for Experience and Credence Goods Track 11: Information Security and Information Privacy Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions To (Psychologically) Own Data is to Protect Data: How Psychological Ownership Determines Protective Behavior in a Work and Private Context Understanding Data Protection Regulations from a Data Management Perspective: A Capability-Based Approach to EU-GDPR On the Difficulties of Incentivizing Online Privacy through Transparency: A Qualitative Survey of the German Health Insurance Market What is Your Selfie Worth? A Field Study on Individuals’ Valuation of Personal Data Justification of Mass Surveillance: A Quantitative Study An Exploratory Study of Risk Perception for Data Disclosure to a Network of Firms Track 12: Umweltinformatik und nachhaltiges Wirtschaften KommunikationsfĂ€den im Nadelöhr – Fachliche Prozessmodellierung der Nachhaltigkeitskommunikation am Kapitalmarkt Potentiale und Herausforderungen der Materialflusskostenrechnung Computing Incentives for User-Based Relocation in Carsharing Sustainability’s Coming Home: Preliminary Design Principles for the Sustainable Smart District Substitution of hazardous chemical substances using Deep Learning and t-SNE A Hierarchy of DSMLs in Support of Product Life-Cycle Assessment A Survey of Smart Energy Services for Private Households Door-to-Door Mobility Integrators as Keystone Organizations of Smart Ecosystems: Resources and Value Co-Creation – A Literature Review Ein EntscheidungsunterstĂŒtzungssystem zur ökonomischen Bewertung von Mieterstrom auf Basis der Clusteranalyse Discovering Blockchain for Sustainable Product-Service Systems to enhance the Circular Economy Digitale RĂŒckverfolgbarkeit von Lebensmitteln: Eine verbraucherinformatische Studie Umweltbewusstsein durch audiovisuelles Content Marketing? Eine experimentelle Untersuchung zur Konsumentenbewertung nachhaltiger Smartphones Towards Predictive Energy Management in Information Systems: A Research Proposal A Web Browser-Based Application for Processing and Analyzing Material Flow Models using the MFCA Methodology Track 13: Digital Work - Social, mobile, smart On Conversational Agents in Information Systems Research: Analyzing the Past to Guide Future Work The Potential of Augmented Reality for Improving Occupational First Aid Prevent a Vicious Circle! The Role of Organizational IT-Capability in Attracting IT-affine Applicants Good, Bad, or Both? Conceptualization and Measurement of Ambivalent User Attitudes Towards AI A Case Study on Cross-Hierarchical Communication in Digital Work Environments ‘Show Me Your People Skills’ - Employing CEO Branding for Corporate Reputation Management in Social Media A Multiorganisational Study of the Drivers and Barriers of Enterprise Collaboration Systems-Enabled Change The More the Merrier? The Effect of Size of Core Team Subgroups on Success of Open Source Projects The Impact of Anthropomorphic and Functional Chatbot Design Features in Enterprise Collaboration Systems on User Acceptance Digital Feedback for Digital Work? Affordances and Constraints of a Feedback App at InsurCorp The Effect of Marker-less Augmented Reality on Task and Learning Performance Antecedents for Cyberloafing – A Literature Review Internal Crowd Work as a Source of Empowerment - An Empirical Analysis of the Perception of Employees in a Crowdtesting Project Track 14: GeschĂ€ftsmodelle und digitales Unternehmertum Dividing the ICO Jungle: Extracting and Evaluating Design Archetypes Capturing Value from Data: Exploring Factors Influencing Revenue Model Design for Data-Driven Services Understanding the Role of Data for Innovating Business Models: A System Dynamics Perspective Business Model Innovation and Stakeholder: Exploring Mechanisms and Outcomes of Value Creation and Destruction Business Models for Internet of Things Platforms: Empirical Development of a Taxonomy and Archetypes Revitalizing established Industrial Companies: State of the Art and Success Principles of Digital Corporate Incubators When 1+1 is Greater than 2: Concurrence of Additional Digital and Established Business Models within Companies Special Track 1: Student Track Investigating Personalized Price Discrimination of Textile-, Electronics- and General Stores in German Online Retail From Facets to a Universal Definition – An Analysis of IoT Usage in Retail Is the Technostress Creators Inventory Still an Up-To-Date Measurement Instrument? Results of a Large-Scale Interview Study Application of Media Synchronicity Theory to Creative Tasks in Virtual Teams Using the Example of Design Thinking TrustyTweet: An Indicator-based Browser-Plugin to Assist Users in Dealing with Fake News on Twitter Application of Process Mining Techniques to Support Maintenance-Related Objectives How Voice Can Change Customer Satisfaction: A Comparative Analysis between E-Commerce and Voice Commerce Business Process Compliance and Blockchain: How Does the Ethereum Blockchain Address Challenges of Business Process Compliance? Improving Business Model Configuration through a Question-based Approach The Influence of Situational Factors and Gamification on Intrinsic Motivation and Learning Evaluation von ITSM-Tools fĂŒr Integration und Management von Cloud-Diensten am Beispiel von ServiceNow How Software Promotes the Integration of Sustainability in Business Process Management Criteria Catalog for Industrial IoT Platforms from the Perspective of the Machine Tool Industry Special Track 3: Demos & Prototyping Privacy-friendly User Location Tracking with Smart Devices: The BeaT Prototype Application-oriented robotics in nursing homes Augmented Reality for Set-up Processe Mixed Reality for supporting Remote-Meetings Gamification zur Motivationssteigerung von Werkern bei der Betriebsdatenerfassung Automatically Extracting and Analyzing Customer Needs from Twitter: A “Needmining” Prototype GaNEsHA: Opportunities for Sustainable Transportation in Smart Cities TUCANA: A platform for using local processing power of edge devices for building data-driven services Demonstrator zur Beschreibung und Visualisierung einer kritischen Infrastruktur Entwicklung einer alltagsnahen persuasiven App zur Bewegungsmotivation fĂŒr Ă€ltere Nutzerinnen und Nutzer A browser-based modeling tool for studying the learning of conceptual modeling based on a multi-modal data collection approach Exergames & Dementia: An interactive System for People with Dementia and their Care-Network Workshops Workshop Ethics and Morality in Business Informatics (Workshop Ethik und Moral in der Wirtschaftsinformatik – EMoWI’19) Model-Based Compliance in Information Systems - Foundations, Case Description and Data Set of the MobIS-Challenge for Students and Doctoral Candidates Report of the Workshop on Concepts and Methods of Identifying Digital Potentials in Information Management Control of Systemic Risks in Global Networks - A Grand Challenge to Information Systems Research Die Mitarbeiter von morgen - Kompetenzen kĂŒnftiger Mitarbeiter im Bereich Business Analytics Digitaler Konsum: Herausforderungen und Chancen der Verbraucherinformati

    Interactive tools for reproducible science

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    Reproducibility should be a cornerstone of science. It plays an essential role in research validation and reuse. In recent years, the scientific community and the general public became increasingly aware of the reproducibility crisis, i.e. the wide-spread inability of researchers to reproduce published work, including their own. The reproducibility crisis has been identified in most branches of data-driven science. The effort required to document, clean, preserve, and share experimental resources has been described as one of the core contributors to this irreproducibility challenge. Documentation, preservation, and sharing are key reproducible research practices that are of little perceived value for scientists, as they fall outside the traditional academic reputation economy that is focused on novelty-driven scientific contributions. Scientific research is increasingly focused on the creation, observation, processing, and analysis of large data volumes. On one hand, this transition towards computational and data-intensive science poses new challenges for research reproducibility and reuse. On the other hand, increased availability and advances in computation and web technologies offer new opportunities to address the reproducibility crisis. A prominent example is the World Wide Web (WWW), which was developed in response to researchers’ needs to quickly share research data and findings with the scientific community. The WWW was invented at the European Organization for Nuclear Research (CERN). CERN is a key laboratory in High Energy Physics (HEP), one of the most data-intensive scientific domains. This thesis reports on research connected in the context of CAP, a Research Data Management (RDM) service tailored to CERN's major experiments. We use this scientific environment to study the role and requirements of interactive tools in facilitating reproducible research. In this thesis, we build a wider understanding of researchers' interactions with tools that support research documentation, preservation, and sharing. From an HCI perspective the following aspects are fundamental: (1) Characterize and map requirements and practices around research preservation and reuse. (2) Understand the wider role and impact of RDM tools in scientific workflows. (3) Design tools and interactions that promote, motivate, and acknowledge reproducible research practices. Research reported in this thesis represents the first systematic application of HCI methods in the study and design of interactive tools for reproducible science. We have built an empirical understanding of reproducible research practices and the role of supportive tools through research in HEP and across a variety of scientific fields. We designed prototypes and implemented services that aim to create rewarding and motivating interactions. We conducted mixed-method evaluations to assess the UX of the designs, in particular related to usefulness, suitability, and persuasiveness. We report on four empirical studies in which 42 researchers and data managers participated. In the first interview study, we asked HEP data analysts about RDM practices and invited them to explore and discuss CAP. Our findings show that tailored preservation services allow for introducing and promoting meaningful rewards and incentives that benefit contributors in their research work. Here, we introduce the term secondary usage forms of RDM tools. While not part of the core mission of the tools, secondary usage forms motivate contributions through meaningful rewards. We extended this research through a cross-domain interview study with data analysts and data stewards from a diverse set of scientific fields. Based on the findings of this cross-domain study, we contribute a Stage-Based Model of Personal RDM Commitment Evolution that explains how and why scientists commit to open and reproducible science. To address the motivation challenge, we explored if and how gamification can motivate contributions and promote reproducible research practices. To this end, we designed two prototypes of a gamified preservation service that was inspired by CAP. Each gamification prototype makes use of different underlying mechanisms. HEP researchers found both implementations valuable, enjoyable, suitable, and persuasive. The gamification layer improves visibility of scientists and research work and facilitates content navigation and discovery. Based on these findings, we implemented six tailored science badges in CAP in our second gamification study. The badges promote and reward high-quality documentation and special uses of preserved research. Findings from our evaluation with HEP researchers show that tailored science badges enable novel forms of research repository navigation and content discovery that benefit users and contributors. We discuss how the use of tailored science badges as an incentivizing element paves new ways for interaction with research repositories. Finally, we describe the role of HCI in supporting reproducible research practices. We stress that tailored RDM tools can improve content navigation and discovery, which is key in the design of secondary usage forms. Moreover, we argue that incentivizing elements like gamification may not only motivate contributions, but further promote secondary uses and enable new forms of interaction with preserved research. Based on our empirical research, we describe the roles of both HCI scholars and practitioners in building interactive tools for reproducible science. Finally, we outline our vision to transform computational and data-driven research preservation through ubiquitous preservation strategies that integrate into research workflows and make use of automated knowledge recording. In conclusion, this thesis advocates the unique role of HCI in supporting, motivating, and transforming reproducible research practices through the design of tools that enable effective RDM. We present practices around research preservation and reuse in HEP and beyond. Our research paves new ways for interaction with RDM tools that support and motivate reproducible science.Reproduzierbarkeit sollte ein wissenschaftlicher Grundpfeiler sein, da sie einen essenziellen Bestandteil in der Validierung und Nachnutzung von Forschungsarbeiten darstellt. VerfĂŒgbarkeit und VollstĂ€ndigkeit von Forschungsmaterialien sind wichtige Voraussetzungen fĂŒr die Interaktion mit experimentellen Arbeiten. Diese Voraussetzungen sind jedoch oft nicht gegeben. Zuletzt zeigten sich die Wissenschaftsgemeinde und die Öffentlichkeit besorgt ĂŒber die Reproduzierbarkeitskrise in der empirischen Forschung. Diese Krise bezieht sich auf die Feststellung, dass Forscher oftmals nicht in der Lage sind, veröffentlichte Forschungsergebnisse zu validieren oder nachzunutzen. TatsĂ€chlich wurde die Reproduzierbarkeitskrise in den meisten Wissenschaftsfeldern beschrieben. Eine der Hauptursachen liegt in dem Aufwand, der benötigt wird, um Forschungsmaterialien zu dokumentieren, vorzubereiten und zu teilen. Wissenschaftler empfinden diese Forschungspraktiken oftmals als unattraktiv, da sie außerhalb der traditionellen wissenschaftlichen Belohnungsstruktur liegen. Diese ist zumeist ausgelegt auf das Veröffentlichen neuer Forschungsergebnisse. Wissenschaftliche Forschung basiert zunehmend auf der Verarbeitung und Analyse großer DatensĂ€tze. Dieser Übergang zur rechnergestĂŒtzten und daten-intensiven Forschung stellt neue Herausforderungen an Reproduzierbarkeit und Forschungsnachnutzung. Die weite Verbreitung des Internets bietet jedoch ebenso neue Möglichkeiten, Reproduzierbarkeit in der Forschung zu ermöglichen. Die Entwicklung des World Wide Web (WWW) stellt hierfĂŒr ein sehr gutes Beispiel dar. Das WWW wurde in der EuropĂ€ischen Organisation fĂŒr Kernforschung (CERN) entwickelt, um Forschern den weltweiten Austausch von Daten zu ermöglichen. CERN ist eine der wichtigsten Großforschungseinrichtungen in der Teilchenphysik, welche zu den daten-intensivsten Forschungsbereichen gehört. In dieser Arbeit berichten wir ĂŒber unsere Forschung, die sich auf CERN Analysis Preservation (CAP) fokussiert. CAP ist ein Forschungsdatenmanagement-Service (FDM-Service), zugeschnitten auf die grĂ¶ĂŸten Experimente von CERN. In dieser Arbeit entwickeln und kommunizieren wir ein erweitertes VerstĂ€ndnis der Interaktion von Forschern mit FDM-Infrastruktur. Aus Sicht der Mensch-Computer-Interaktion (MCI) sind folgende Aspekte fundamental: (1) Das Bestimmen von Voraussetzungen und Praktiken rund um FDM und Nachnutzung. (2) Das Entwickeln von VerstĂ€ndnis fĂŒr die Rolle und Auswirkungen von FDM-Systemen in der wissenschaftlichen Arbeit. (3) Das Entwerfen von Systemen, die Praktiken unterstĂŒtzen, motivieren und anerkennen, welche die Reproduzierbarkeit von Forschung vorantreiben. Die Forschung, die wir in dieser Arbeit beschreiben, stellt die erste systematische Anwendung von MCI-Methoden in der Entwicklung von FDM-Systemen fĂŒr Forschungsreproduzierbarkeit dar. Wir entwickeln ein empirisches VerstĂ€ndnis von Forschungspraktiken und der Rolle von unterstĂŒtzenden Systemen durch ĂŒberwiegend qualitative Forschung in Teilchenphysik und darĂŒber hinaus. Des Weiteren entwerfen und implementieren wir Prototypen und Systeme mit dem Ziel, Wissenschaftler fĂŒr FDM zu motivieren und zu belohnen. Wir verfolgten einen Mixed-Method-Ansatz in der Evaluierung der Nutzererfahrung bezĂŒglich unserer Prototypen und Implementierungen. Wir berichten von vier empirischen Studien, in denen insgesamt 42 Forscher und Forschungsdaten-Manager teilgenommen haben. In unserer ersten Interview-Studie haben wir Teilchenphysiker ĂŒber FDM-Praktiken befragt und sie eingeladen, CAP zu nutzen und ĂŒber den Service zu diskutieren. Unsere Ergebnisse zeigen, dass die mensch-zentrierte Studie von speziell angepassten FDM-Systemen eine besondere Blickweise auf das Entwerfen von Anreizen und bedeutungsvollen Belohnungen ermöglicht. Wir fĂŒhren den Begriff secondary usage forms (Zweitnutzungsformen) in Bezug auf FDM-Infrastruktur ein. Hierbei handelt es sich um Nutzungsformen, die Forschern sinnvolle Anreize bieten, ihre Arbeiten zu dokumentieren und zu teilen. Basierend auf unseren Ergebnissen in der Teilchenphysik haben wir unseren Forschungsansatz daraufhin auf Wissenschaftler und Forschungsdatenmanager aus einer Vielzahl verschiedener und diverser Wissenschaftsfelder erweitert. In Bezug auf die Ergebnisse dieser Studie beschreiben wir ein zustandsbasiertes Modell ĂŒber die Entwicklung individueller Selbstverpflichtung zu FDM. Wir erwarten, dass dieses Modell designorientierte Denk- und MethodenansĂ€tze in der kĂŒnftigen Implementierung und Evaluation von FDM-Infrastruktur beeinflussen wird. Des Weiteren haben wir einen Forschungsansatz zu Spielifizierung (Gamification) verfolgt, in dem wir untersucht haben, ob und wie Spielelemente FDM-Praktiken motivieren können. ZunĂ€chst haben wir zwei Prototypen eines spielifizierten FDM-Tools entwickelt, welche sich an CAP orientieren. Obwohl die beiden Prototypen auf sehr unterschiedlichen Entwurfskonzepten beruhen, fanden Teilchenphysiker beide angemessen und motivierend. Die Studienteilnehmer diskutierten insbesondere verbesserte Sichtbarkeit individueller Forscher und wissenschaftlicher Arbeiten. Basierend auf den Ergebnissen dieser ersten Studie zu Spielifizierung in FDM haben wir im nĂ€chsten Schritt sechs speziell zugeschnittene Forschungs-Abzeichen (tailored science badges) in CAP implementiert. Die Abzeichen bewerben das ausfĂŒhrliche Dokumentieren sowie besondere Nutzen der auf dem Service zugĂ€nglichen Forschungsarbeiten. Die Ergebnisse unserer Evaluierung mit Teilchenphysikern zeigen, dass die speziell zugeschnittenen Forschungs-Abzeichen neue und effektivere Möglichkeiten bieten, Forschungsmaterialien systematisch zu durchsuchen und zu entdecken. Hierdurch profitieren sowohl Nutzer als auch Forschungsdaten-Beisteuernde. Basierend auf den Ergebnissen diskutieren wir, wie die Forschungs-Abzeichen neue Formen der Interaktion mit großen Forschungsrepositorien ermöglichen. Zum Schluss heben wir die besondere Rolle von MCI in der Entwicklung unterstĂŒtzender FDM-Infrastruktur hervor. Wir betonen, dass speziell an Forschungspraktiken angepasste Systeme neue AnsĂ€tze in der Interaktion mit wissenschaftlichen Arbeiten ermöglichen. Wir beschreiben zwei Modelle und unsere Erwartung, wie MCI die Entwicklung kĂŒnftiger FDM-Systeme nachhaltig beeinflussen kann. In diesem Zusammenhang prĂ€sentieren wir auch unsere Vision zu ubiquitĂ€ren Strategien, die zum Ziel hat, Forschungsprozesse und Wissen systematisch festzuhalten
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